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Brunzero

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  1. a pvp revamp would be nice
  2. Brunzero

    Patcher

    Just gonna quote this; oh, well this was quite the helpful quote. thank you.
  3. Brunzero

    Patcher

    create a patcher so that people don't have to come to the forums to download a new client every time the game client updates edit: just realized someone underneath me suggested this and created a nice UI for it already. close/delete this pls.
  4. IGN: Brunzero looks like a dope mouse, so i might as well enter.
  5. 1. learn to program 2. download Unity 3. learn to use Unity 4. learn to use C# in Unity 5. create your game 6. use placeholders for all the places you need assets 7. commission an artist or learn to make art yourself
  6. i have to alt tab to walk every time i change zones. ive seen multiple people with this issue but no solutions and a bunch of locked threads.
  7. great idea
  8. it's not like this game is a summer project, though. it's pretty huge and will most likely require more than a single dev to scale and to polish... there's always non-disclosure/non-compete/other legal forms, but i guess it's pretty complicated to deal with bringing someone else on board when there's nobody you can trust and when your game could probably receive a cease/desist at any moment.
  9. why? this game definitely isn't at a stage where you can consider your client complete... and it's even worse that your client developer is also your server developer. that just means client upgrades will never happen. is it because you're sacrificing updates for security? if it's because you don't want to introduce bugs, i think a sandbox/version control would take care of that.
  10. that's a lot of non functioning abilities...
  11. i don't think a pokemon game not run by the pokemon company would lend itself well to steam. besides, servers seem to be at max capacity as is.
  12. It is necessary because everyone plays games for their fun factor. Trainers forcefully resetting takes a LOT of said fun factor away more than anyone thinks it does. Of course everyone won't stop playing because, or at least some of them, but still we would appreciate the Staff planning something about this in the future, which they are doing atm :Shy: maybe you misunderstood what i was saying. i was commenting on trainers being individually programmed instead of inheriting from a main class being unfortunate. i agree with this suggestion.
  13. trainers being coded individually is unfortunate in and of itself. i can't imagine why that would be necessary.
  14. not sure what the distinction between scripter and client developer is in this context, nor do i understand what you mean by NPC coded. are you essentially saying you don't have access to the code base that affects the way abilities work? couldn't you edit the client to make all abilities "NPC coded" and thus editable by scripters (i guess) and then re-release the client? (i clearly have no real deep information as to how abilities are implemented in PRO hahahha) i also understand your rebuttal to point 2. and i do agree that it is simply a visual function, but, honestly, battling is more than 50% of this game and players spend most of their time watching their pokemon level up. i know it's a little nitpicky but i just figured iterating on the combat system itself would be high priority. that being said, i have no idea what your dev cycle is looking like atm. ahh, ok. i was scared of being taken the wrong way, and it did occur to me that it might've been intentional. i guess it's just a matter of preference. off the bat, i like the changes to the story that you guys made but the only thing that threw me off was the silly use of vocabulary. thanks for your consideration!
  15. 1. make dig and all the other HMs act the same way cut does so that we don't have to put down our controllers to click "yes/no" and then choose a pokemon who has the ability. the functionality to loop through the available pokemon and automatically use the ability is clearly already implemented, so why not apply it to every HM? and instead of having "yes/no" be clickable, you should bind the options to actions 1 and 2 like everything else. 2. fix the order that exp is applied/level ups are shown during battle. atm you can see immediately whether you've killed an enemy or not by looking at your exp bar, but that's kind of silly considering you apply the level up itself after the enemy faints. why not update the exp then too? it would also be nice to increment the bar in small chunks (like 10% of the bar a second so that the exp smoothly increases the way it does in the games). i would imagine it shouldn't be too hard to implement that using an ienumerator function that gets called as the exp is applied. you could even add a sound to play inside the function. 3. this one might be a little insulting, but the writing in this game is verrrrrry snobbish. it feels like a jumble of thesaurus words strung together which ruins the flow of the sentences and makes simple explanations or potentially impactful statements more wordy than they should be. also, are you guys looking for Unity developers by any chance?
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